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WDZOrangeJuice

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Everything posted by WDZOrangeJuice

  1. That's what I thought after I posted; I realized how many mods I had that weren't updated. So I guess it's just my KSP then, not B9. Outside docking though, part actions work fine. I can still transfer fuel between crafts and such. Also, I never knew running KSP in Program Files wouldn't be recommended. Another thing is that I know that Steam updates regardless of incompatible mods, it is just my fault for not updating all of my mods (since I started building my station between 1.1.2 and 1.1.3. Sorry for causing all this trouble, I should've known better.
  2. https://www.dropbox.com/s/b3d1ruc51vex3nc/output_log.txt?dl=0 My bad, I gave you the wrong log I guess.
  3. The undock action only appears on the CDP docking port. But after attempting the action, the craft remains docked and I no longer have the action to undock.
  4. The undock action only appears for the CDP port. I was able to load a quick save file that put me before I attempted to undock, however I received the same results.
  5. KSP: 1.1.3 Windows 64bit Problem: S2 Docking Port does not undock after asking it to undock Mods Installed: B9 Aerospace, DistantObject, DMagicOrbitalScience, EnvironmentalVisualEnhancements, FuelTanksPlus, HeatControl, InterstellarFuelSwitch, JSI, KerbalConstructionTime, KerbalEngineer, KerbalJointReinforcement, KWRocketry, NearFutureConstruction, NearFutureElectrical, NearFuturePropulsion, NearFutureSolar, PlanetaryBaseInc, PlanetShine, ProceduralFairings, ProceduralParts, RealChute, RealPlume, RLA Stockalike, SDHI, SmokeScreen, StageRecovery, StationPartsExpansion, StationScience, Tantares, TextureReplacer, Trajectories, TweakScale Reproduction Steps: Dock a craft using an S2 Docking Port with another craft (using any other docking port). Attempt to undock afterwards. Log: https://www.dropbox.com/s/k4nbmk3vu8vmtg7/output_log.txt?dl=0
  6. I'm not sure if it is the compatibility issue with the pack or if it a bug in the pack itself, but once the centrifuge part starts spinning, the centrifuge cannot be boarded (it will say that the centrifuge is full).
  7. I used a different antennae (the V-RE "Needle" Rendezvous Antenna), and it was able to work, so I don't know what is going on. Also, I deleted parts of the pack (the ones I won't use) so my catalog isn't cluttered, resulting in the antennae that worked to not have a texture, but when I had the full mod pack, the antennas (with the exception with the V-RE) didn't want to extend both in the VAB and in-flight.
  8. I don't know if this is solved, but whenever I try to extend the Soyuz's satellite dish, it wouldn't extend (in VAB). I did it manually (outside VAB) and the option isn't there, so I don't know if it is a plugin interfering with it or something else is happening.
  9. I came across a bug, and I think KJR is the culprit for it. So the bug involves the docking ports, and when I stick it to a surface and press "Decouple", it would still stick and I can't really do anything.
  10. It is the same craft as before, but I don't think it should be affected since it's a saved craft.
  11. So I took a look at the .cfg file for the docking port parachutes and found the values in which they should fully deploy (700 m it says), and in game it changes to 2000 m, and since I would be too fast to deploy the drogue parachutes to deploy, the main parachutes would take over and after predeploying, they would fully deploy in <2 seconds, going from ~200 m/s to ~6 m/s (and g-force going to the red zone). Is something conflicting with the SDHI pack to cause this issue?
  12. Well, before the 0.90.0 update the parachutes were working fine (basically like a normal parachute with RealChutes installed) but the main parachutes keeps deploying in an instant at 2500 m off the ground.
  13. From the article I read about (http://www.dvice.com/2013-9-23/nasa-will-pay-you-18000-stay-bed-70-days), NASA wants people to lay in bed for 70 days. And they pay you $18k in doing so. Also here's another link for the experience of doing the experiment: http://www.vice.com/read/nasa-patient-8179-100
  14. Sorry for the poor wording, but I meant by 'not deploying' I mean 'they deploy, but they rip off due to Deadly Reentry's danger speed'. At 7,300 m (the predeployment height) I would still be at around ~300-400 m/s.
  15. Okay thanks, but I have a question. When I did a test on this, the drogue parachutes don't even deploy when I get passed the danger zone (for deploying parachutes). Sorry if I'm ticking you off in advanced.
  16. No, I don't but the B9 Aerospace pack does but it is only for the parts in that pack. Also I asked about the parachutes because when I reenter then activate the parachutes at around 6000m (I use DR, which prevents me from deploying it earlier) the gs shoots up, twice when it cuts to the main.
  17. When I used the LV-909 the second time the engine effect doesn't want to show. I am also having troubles with the Docking Port Parachutes, as I cannot change their parachute values. I have RealChutes installed.
  18. Ah right, apologies. I thought I installed Animated Decoupler, but I guess I skimmed through that one. I was too excited to use SDHI again.
  19. I don't know if this is fixable, but when I installed SDHI the Service Module doesn't give me the option to decouple. It also bugs the Avionics Ring.
  20. If you have time, can you make New Horizons? http://en.wikipedia.org/wiki/New_Horizons
  21. I don't know if anyone was able to solve this, but even with DDS Loader and ATM, KSP would still crash on me when I open the Tracking Station. I tried to use OpenGL, it works but when I build it would lag a lot and when I try to tab out it would freeze.
  22. I'm not sure if anyone else has this problem, but the LV-909 engine that it comes with emits no flames (it did before I installed Active Texture Management). Is there a fix I can do?
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